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  #1021  
Old December 27th, 2004, 05:32 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
Ragnarok-X said:
p.s. please add more mount, which increase range and damage for example. It gets quite boring that big ships offer you advantage, at least damage-wise.
imho.
Heavy Mount?

Big ships do not do more damage per kiloton than small ships...
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  #1022  
Old December 27th, 2004, 06:50 PM
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Default Re: Adamant Mod Discussion Thread

Thanks for explaining the issue with damage resistance. i always thought damage is calculated by the size of the armor / damage taken issue. My mistake.

Fyron, i know there is a heavy mount I just thought there should be LOTS of mounts, some with 120% damage and -1 range or 110% damage and +10 to hit and so on. At least thats what i will do with the B5 mod mounts I like to have the choice between several mounts. And i think big ships should be able to mount big guns



Oh now that i read you quote: i meant

"It gets quite boring that big ships offer you NO advantage, at least damage-wise".

Stupid me. Isimply like the way stock game handles it. Bigger ships = bigger weapons
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  #1023  
Old December 27th, 2004, 07:25 PM
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Default Re: Adamant Mod Discussion Thread

Quote:
Ragnarok-X said:
Fyron, i know there is a heavy mount I just thought there should be LOTS of mounts, some with 120% damage and -1 range or 110% damage and +10 to hit and so on. At least thats what i will do with the B5 mod mounts I like to have the choice between several mounts. And i think big ships should be able to mount big guns
There are quite a few mounts, you just have to research them. If you have suggestions for interesting and unique mounts, I am all ears. Or eyes, as it were.

Quote:
Oh now that i read you quote: i meant

"It gets quite boring that big ships offer you NO advantage, at least damage-wise".

Stupid me. Isimply like the way stock game handles it. Bigger ships = bigger weapons
I'll keep game balance over silliness any day. Biggers ships get concentration of defenses, which can definitely be an advantage. They also require fewer redundant components. They had disadvantages as well, such as lower defense bonuses, higher maintenance costs, etc.
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  #1024  
Old December 27th, 2004, 10:37 PM
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Default Re: Adamant Mod Discussion Thread

Wow, busy day. I am still working on the images. I have just been busy the Last week or so. And please any and all suggestion for pics are welcome. I can assure you that the more suggestions I get the faster I get images done.

Components that still need images and suggestions I have received:
Wailing Mephit - I like the idea of the hands, but that may take some doing as I have no idea how to easily animate anything.
psychotropic drugs - A flask with bubbles has been suggested, but I have been hesitant to do this until Fyron decides if it should be a potion or not.
Spell Sequencer - the newly renamed Multiplex Tracking
Combat Sensors - still need a new name and pics ideas
Hunter Killer Homunculi
Reformation node
All the engine comps except the Astral Horse and the Staff
Gravitic Sensors - which should probably be call the Astral Fluxuation sensors or something
Glyph Seeder
Recon Contingency Bay
Contingency Bay
Glyph Detector - how does a dowsing rod sound?
Invisibility Sphere
Magic Missile
Fist of stone - I know what this one should look like I just have to figure out how to do it
All the fire weapons - something like my chaos ripple probably
Wailing Doom
The point defense stuff
Slay Living - something with a skull in it perhaps
Dispell evocation
Locomotion Disruption
Locomotion Disruption Mephit - Hey look I missed a mephit
Displell Abjuration
Disrupt Control
Cobalt Warhead
Doomship Module
All of the planetary bombardment weapons
All of the Spacial Manipulation comps
All of the glyphs - I think a perhaps some glowing runes will work for these.

If you have any ideas at all please state them.
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  #1025  
Old December 28th, 2004, 12:43 AM
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Default Re: Adamant Mod Discussion Thread

I wonder why no one has written a story based on an Adamant game yet?
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  #1026  
Old December 28th, 2004, 09:18 PM
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Default Re: Adamant Mod Discussion Thread

Check out this story. The Paradise War. I don't believe the author has ever played the game, but it would sort of fit within the framework. It even has warp points.

Anyway, here are some pics :

The Glyph Detector:


The Psychotropic Drugs(AKA a Berserker Potion):
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  #1027  
Old December 28th, 2004, 10:15 PM
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Default Re: Adamant Mod Discussion Thread

Great art, as always
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  #1028  
Old December 29th, 2004, 08:31 PM
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Default Re: Adamant Mod Discussion Thread

Non-weapon components for energy and machine races are completed. Techs, mounts, vehicles, and facilities are also completed. Other than oh-so-fun AI files, all that remains is those weapon components...
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  #1029  
Old December 29th, 2004, 09:29 PM

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Default Re: Adamant Mod Discussion Thread


oooo oooo can't wait for it
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  #1030  
Old December 30th, 2004, 05:48 AM
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Default Re: Adamant Mod Discussion Thread

Here is an Invisibility Sphere:
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